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  1. #1
    SouzaS's Avatar
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    Exclamation ESPs, ajuda pf *-*

    Olá pessoal,
    Eu estou com um probleminha nas ESPs que eu adicionei a base Menu base edited. No jogo, quando ativadas as ESPs não aparecem!!
    Aqui esta o codigo da File: (Sim este codigo foi copiado de outra base)
    Code:
    #ifndef _ESP_H_
    #define _ESP_H_
    
    #define M_PI				3.14159265358979323846f
    #define DegToRad(degree)	((degree) * (M_PI / 180.0f))
    #define PITCH				0
    #define YAW					1
    #define ROLL				2
    
    #define TNormal DT_NOCLIP
    #define TCenter DT_NOCLIP | DT_CENTER
    #define TLeft	DT_NOCLIP | DT_LEFT
    #define TRight	DT_NOCLIP | DT_RIGHT
    
    #define SubtractVector(v1, v2, v3) ((v3[0] = v1[0] - v2[0]), (v3[1] = v1[1] - v2[1]), (v3[2] = v1[2] - v2[2]))
    
    class cPlayerMgr;
    class cPlayerInfo;
    class CILTDrawPrim;
    class cCharacterFX;
    class cGameClientShell;
    class cClientWeaponMgr;
    
    typedef cPlayerInfo *(__thiscall *lpGetLocalPlayer)(unsigned long ulThis);
    lpGetLocalPlayer GetLocalPlayer;
    
    typedef cPlayerInfo *(__thiscall *lpGetPlayerByIndex)(unsigned long ulThis, INT index, INT unk);
    lpGetPlayerByIndex GetPlayerByIndex;
    
    class cSFXList
    {
    public :
    	unsigned long unk0;
    	unsigned long *List;
    	unsigned long unk1;
    	int	Num;
    };
    
    class cSFXMgr
    {
    public :
    	cSFXList SFXList[0x3B];
    };
    
    class cGameClientShell
    {
    public :
    	virtual void Function0();
    	virtual void Function1();
    	virtual void Function2();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual void Function7();
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual void Function11();
    	virtual void Function12();
    	virtual void Function13();
    	virtual void Function14();
    	virtual void Function15();
    	virtual void Function16();
    	virtual void Function17();
    	virtual void Function18();
    	virtual void Function19();
    	virtual void Function20();
    	virtual void Function21();
    	virtual void Function22();
    	virtual void Function23();
    	virtual void Function24();
    	virtual void Function25();
    	virtual void Function26();
    	virtual void Function27();
    	virtual void Function28();
    	virtual void Function29();
    	virtual void Function30();
    	virtual void Function31();
    	virtual void Function32();
    	virtual void Function33();
    	virtual void Function34();
    	virtual void Function35();
    	virtual void Function36();
    	virtual void Function37();
    	virtual void Function38();
    	virtual void Function39();
    	virtual void Function40();
    	virtual void Function41();
    	virtual void Function42();
    	virtual void Function43();
    	virtual void Function44();
    	virtual void Function45();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    	virtual void Function49();
    	virtual void Function50();
    	virtual void Function51();
    	virtual void Function52();
    	virtual void Function53();
    	virtual void Function54();
    	virtual void Function55();
    	virtual void Function56();
    	virtual void Function57();
    	virtual void Function58();
    	virtual void Function59();
    	virtual void Function60();
    	virtual void Function61();
    	virtual void Function62();
    	virtual void Function63();
    	virtual void Function64();
    	virtual void Function65();
    	virtual void Function66();
    	virtual void Function67();
    	virtual void Function68();
    	virtual cSFXMgr *GetSFXMgr();
    };
    
    struct __Object
    {
    public:
    	DWORD Unknown;				//0x0000
    	float xBound1;				//0x0004
    	float yBound1;				//0x0008
    	float zBound1;				//0x000C
    	float xBound2;				//0x0010
    	float yBound2;				//0x0014
    	float zBound2;				//0x0018
    	char unknown28[172];		//0x001C
    	D3DXVECTOR3 Pos;			//0x00C8
    	D3DXMATRIX Rot;				//0x00D4
    	char unknown228[180];		//0x00E4
    	D3DXVECTOR3 Vel;			//0x0198
    };
    
    class cPlayerInfo
    {
    public :
    	char _0x0000[4];
    	 __int32 Index;
    	char _0x0008[8];
    	char pName[12];
    	char _0x001C[12];
    	__Object *Object;
    	 __int32 pKills;
    	 __int32 pDeaths;
    	char _0x0034[48];
    	 __int32 pFTMission;
    	char _0x0068[8];
    	 __int32 pTeam;
    	char _0x0074[4];
    	 BYTE pIsDead;
    	char _0x0079[307];
    	 __int32 pRank;
    	char _0x01B0[80];
    	 __int32 pFTScore;
    	char _0x0204[4];
    	 __int32 pFTLongestLife;
    	 __int32 pFTKill;
    	char _0x0210[80];
    	cPlayerInfo *PlayerNext;
    };
    
    class cPlayerMgr
    {
    public :
    	char pad[24];
    	cClientWeaponMgr *WeaponMgr;
    	char unknown0[48];
    	float Pitch;
    	float Yaw;
    	float Roll;
    	char unknown3[220];
    	int *CameraObject;
    };
    
    class cCharacterFX
    {
    public :
    	char unk1[16];
    	int *Object;
    	char unk2[44];
    	int	IsPlayer;
    	char unk3[40];
    	unsigned char Index;
    	char unknown112[8];
    	float fStartPitch;
    	float fStartYaw;
    	char unknown128[1224];
    	BYTE unk1287;
    	bool bIsDead;
    	bool bSpawnSheild;
    	BYTE unk5563;
    	char unknown1356[12];
    	int *hHitbox;
    	char unknown1372[96];
    	WORD wUnk;
    	WORD wHealth;
    	WORD wArmor;
    };
    
    class CILTDrawPrim
    {
    public :
    	virtual void function0();
    	virtual void function1();
    	virtual void function2();
    	virtual void function3();
    	virtual void function4();
    	virtual void function5();
    	virtual void function6();
    	virtual void function7();
    	virtual void function8();
    	virtual void function9();
    	virtual void function10();
    	virtual void function11();
    	virtual void function12();
    	virtual void function13();
    	virtual void function14();
    	virtual void function15();
    	virtual void function16();
    	virtual void function17();
    	virtual void function18();
    	virtual void function19();
    	virtual void function20();
    	virtual void function21();
    	virtual void function22();
    	virtual void function23();
    	virtual void function24();
    	virtual void function25();
    	virtual void function26();
    	virtual void function27();
    	virtual void function28();
    	virtual void function29();
    	virtual void function30();
    	virtual void function31();
    	virtual void function32();
    	virtual void function33();
    	virtual void function34();
    	virtual void function35();
    	virtual void function36();
    	virtual void function37();
    	virtual void function38();
    	virtual void function39();
    	virtual void function40();
    	virtual void function41();
    	virtual void function42();
    	virtual void function43();
    	virtual void function44();
    	virtual void function45();
    	virtual void function46();
    	virtual void function47();
    	virtual void function48();
    	virtual void function49();
    	virtual HRESULT Project(float x, float y, float z, D3DXVECTOR3 *pProjectOut, D3DXVECTOR3 *pTransformOut);
    	char unknown[17232];
    	D3DXMATRIX World;
    	D3DXMATRIX View;
    	D3DXMATRIX Projection;
    };
    
    bool WorldToScreen(LPDIRECT3DDEVICE9 pDevice, CONST D3DXVECTOR3 &vWorld, D3DXVECTOR3 *pScreen)
    {
    	CILTDrawPrim *pDrawPrimitive = *(CILTDrawPrim **)DrawPrimitive;
    	D3DVIEWPORT9 D3DViewport = {0};
    	D3DXMATRIX matrixProjection, matrixView, matrixWorld;
    	pDevice->GetTransform(D3DTS_VIEW, &matrixView);
    	pDevice->GetTransform(D3DTS_PROJECTION, &matrixProjection);
    	pDevice->GetTransform(D3DTS_WORLD, &matrixWorld);
    	pDevice->GetViewport(&D3DViewport);
    	D3DXVec3Project(pScreen, &vWorld, &D3DViewport, &pDrawPrimitive->Projection, &pDrawPrimitive->View, &pDrawPrimitive->World);
    
    	return(pScreen->z < 1.0f);
    }
    
    FLOAT GetDistance(D3DXVECTOR3 Local, D3DXVECTOR3 Target)
    {
    	FLOAT fResult[3];
    	SubtractVector(Target, Local, fResult);
    	return (sqrt((fResult[0] * fResult[0]) + (fResult[1] * fResult[1]) + (fResult[2] * fResult[2])) / 100);
    }
    
    VOID DrawHealthBars(INT x, INT y, WORD health, LPDIRECT3DDEVICE9 pDevice)
    {
    	DWORD dwColor;
    
    	if(health > 100) 
    		health = 100; 
    
    	if(health > 75) 
    		dwColor = 0xFF00FF00; 
    	else if(health > 40) 
    		dwColor = 0xFFFF9B00;
    	else 
    		dwColor = 0xFFFF0000; 
    
    	DWORD dwDrawWidth = health / 4;
    
    	if(dwDrawWidth <= 2)
    		dwDrawWidth = 4;
    
    	Menu.FillRGB(x - 1, y - 1, 27, 5, 0xFF000000, pDevice);
    	Menu.FillRGB(x, y, dwDrawWidth, 3, dwColor, pDevice);
    }
    
    VOID ESP(BOOL Names, BOOL Lines, BOOL Distances, BOOL Boxes, BOOL Warning, BOOL HealthBars, LPDIRECT3DDEVICE9 pDevice)
    {
    	pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
    
    	INT CenterX = (GetSystemMetrics(0) / 2) - 1;
    	INT CenterY = (GetSystemMetrics(1) / 2) - 1;
    
    	CHAR CName[50], CDistance[50];
    
    	if((*(BYTE *)GameStatus == 1) && (Names || Lines || Distances || Boxes || Warning || HealthBars))
    	{
    		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
    		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
    		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
    		cGameClientShell *pGameClientShell = *(cGameClientShell **)GCS;
    		for(INT i = 0; i < 24; i++)
    		{
    			cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
    			cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
    			cCharacterFX *PlayerFX = (cCharacterFX *)pGameClientShell->GetSFXMgr()->SFXList[0x18].List[i];
    			if(pPlayer != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pLocal->pIsDead == 0)
    			{
    				D3DXVECTOR3 vPos, vFootScreen, vScreen;
    				vPos.x = pPlayer->Object->Pos.x;
    				vPos.y = pPlayer->Object->yBound2;
    				vPos.z = pPlayer->Object->Pos.z;
    				if(WorldToScreen(pDevice, vPos, &vScreen))
    				{
    					if(pPlayer->pTeam != pLocal->pTeam)
    					{
    						if(Names)
    						{
    							sprintf(CName, "%s", pPlayer->pName);
    							Main.Texto(vScreen.x, vScreen.y, Red, TCenter, Main.pFont, CName);
    						}
    
    						if(Lines)
    						{
    							Main.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Red, pDevice);
    						}
    
    						if(Distances)
    						{
    							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
    							Main.Texto(vScreen.x, vScreen.y + 15, Red, TCenter, Main.pFont, CDistance);
    						}
    
    						if(Boxes)
    						{
    							vPos.x = pPlayer->Object->Pos.x;
    							vPos.y = pPlayer->Object->yBound1;
    							vPos.z = pPlayer->Object->Pos.z;
    							if(WorldToScreen(pDevice, vPos, &vFootScreen))
    							{
    								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
    								#pragma warning(push)
    								D3DRECT rectBoxes[4] =
    								{
    									{vScreen.x - BoxDist, vScreen.y    , vScreen.x - BoxDist + 1, vFootScreen.y}, 
    									{vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y + 1},
    									{vScreen.x + BoxDist, vScreen.y    , vScreen.x + BoxDist + 1, vFootScreen.y},
    									{vScreen.x - BoxDist, vScreen.y    , vScreen.x + BoxDist, vScreen.y + 1}
    								};
    								#pragma warning(pop)
    								pDevice->Clear(4, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Red, 1.0f, 0);
    							}
    						}
    
    						if(Warning)
    						{
    							if(GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos) < 10.0f)
    								Main.Texto(CenterX, 100, Red, TCenter, Main.WarningFont, "Inimigo a menos de 10m");
    						}
    
    						if(HealthBars)
    						{
    							DrawHealthBars(vScreen.x - 7, vScreen.y - 5, (int)PlayerFX->wHealth, pDevice);
    						}
    					}
    					if(pPlayer->pTeam == pLocal->pTeam/* && pLocal->Index != PlayerFX->Index*/)
    					{
    						if(Names)
    						{
    							sprintf(CName, "%s", pPlayer->pName);
    							Main.Texto(vScreen.x, vScreen.y, Blue, TCenter, Main.pFont, CName);
    						}
    
    						if(Lines)
    						{
    							Main.DrawLine(CenterX, CenterY, vScreen.x, vScreen.y, Blue, pDevice);
    						}
    
    						if(Distances)
    						{
    							sprintf(CDistance, "%0.2f metros", GetDistance(pLocal->Object->Pos, pPlayer->Object->Pos));
    							Main.Texto(vScreen.x, vScreen.y + 15, Blue, TCenter, Main.pFont, CDistance);
    						}
    
    						if(Boxes)
    						{
    							vPos.x = pPlayer->Object->Pos.x;
    							vPos.y = pPlayer->Object->yBound1;
    							vPos.z = pPlayer->Object->Pos.z;
    							if(WorldToScreen(pDevice, vPos, &vFootScreen))
    							{
    								INT BoxDist = INT(0.2f * (vFootScreen.y - vScreen.y));
    								#pragma warning(push)
    								D3DRECT rectBoxes[4] =
    								{
    									{vScreen.x - BoxDist, vScreen.y    , vScreen.x - BoxDist + 1, vFootScreen.y}, 
    									{vScreen.x - BoxDist, vFootScreen.y, vScreen.x + BoxDist + 1, vFootScreen.y + 1},
    									{vScreen.x + BoxDist, vScreen.y    , vScreen.x + BoxDist + 1, vFootScreen.y},
    									{vScreen.x - BoxDist, vScreen.y    , vScreen.x + BoxDist, vScreen.y + 1}
    								};
    								#pragma warning(pop)
    								pDevice->Clear(4, rectBoxes, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, Blue, 1.0f, 0);
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    }
    
    VOID VectorAngles(CONST FLOAT *fForward, FLOAT *fAngles)
    {
    	FLOAT fTmp, fYaw, fPitch;
    	
    	if(fForward[2] == 0 && fForward[0] == 0)
    	{
    		fYaw = 0;
    
    		if(fForward[2] > 0)
    			fPitch = 90;
    		else
    			fPitch = 270;
    	} else {
    		fYaw = (atan2(fForward[2], -fForward[0]) * 180.0f / M_PI) - 90;
    
    		if(fYaw < 0)
    			fYaw += 360.0f;
    
    		fTmp = sqrt(fForward[0] * fForward[0] + fForward[2] * fForward[2]);
    		fPitch = (atan2(fForward[1], fTmp) * 180.0f / M_PI);
    
    		if(fPitch < 0)
    			fPitch += 360.0f;
    	}
    
    	fAngles[PITCH]	= -fPitch;
    	fAngles[YAW]	= fYaw;
    	fAngles[ROLL]	= 0;
    }
    
    VOID GetAngleToTarget(D3DXVECTOR3 vTargetPos, D3DXVECTOR3 vCameraPos, D3DXVECTOR3 &vFinalVector)
    {
    	D3DXVECTOR3 vMidVector(vTargetPos.x - vCameraPos.x, vTargetPos.y - vCameraPos.y, vTargetPos.z - vCameraPos.z);
    
    	VectorAngles((FLOAT *)&vMidVector, (FLOAT *)&vFinalVector);
    
    	if(vFinalVector.x > 180.0f)
    		vFinalVector.x -= 360.0f;
    	else if(vFinalVector.x < -180.0f)
    		vFinalVector.x += 360.0f;
    
    	if(vFinalVector.y > 180.0f)
    		vFinalVector.y -= 360.0f;
    	else if(vFinalVector.y < -180.0f)
    		vFinalVector.y += 360.0f;
    }
    
    INT iGetBestPlayer()
    {
    	FLOAT fNearest = (FLOAT)INT_MAX;
    	INT iAimAt = -1;
    	GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
    	unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
    	GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
    
    	for(INT i = 0; i < 16; i++)
    	{
    		D3DXVECTOR3 localPos, targetPos;
    		cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
    		cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
    
    		if(pLocal != 0 && pPlayer != 0 && pLocal->Object != 0 && pPlayer->Object != 0 && pPlayer->pIsDead == 0 && pPlayer->Index != pLocal->Index)
    		{
    			if(pPlayer->pTeam != pLocal->pTeam)
    			{
    				localPos = pLocal->Object->Pos;
    				targetPos = pPlayer->Object->Pos;
    				if((GetDistance(localPos, targetPos) < fNearest))
    				{
    					iAimAt = i;
    					fNearest = (GetDistance(localPos, targetPos));
    				}
    			}
    		}
    	}
    	return iAimAt;
    }
    
    
    VOID DoAimbot(INT &var)
    {
    	if((*(BYTE *)GameStatus == 1) && var && GetAsyncKeyState(VK_LBUTTON) < 0)
    	{
    		GetPlayerByIndex = (lpGetPlayerByIndex)PlayerByIndex;
    		unsigned long ulThis = *(unsigned long *)ClientInfoMgr;
    		GetLocalPlayer = (lpGetLocalPlayer)LocalPlayer;
    		
    		cPlayerMgr *pPlayerManager = *(cPlayerMgr **)PlayerManager;
    		INT i = iGetBestPlayer();
    
    		if(i != -1)
    		{
    			cPlayerInfo *pLocal = GetLocalPlayer(ulThis);
    			cPlayerInfo *pPlayer = GetPlayerByIndex(ulThis, i, 0);
    
    			D3DXVECTOR3 enemyPos = pPlayer->Object->Pos, localPos = pLocal->Object->Pos, AimAngle;
    
    			GetAngleToTarget(enemyPos, localPos, AimAngle);
    			if(pLocal->pTeam != pPlayer->pTeam)
    			{
    				pPlayerManager->Yaw		= DegToRad(AimAngle[YAW]);
    				pPlayerManager->Pitch	= DegToRad(AimAngle[PITCH] + 1.0f);
    			}
    		}
    	}
    }
    
    #endif
    Se poderem me ajudar, agradeço!
    Last edited by SouzaS; 04-27-2013 at 10:52 AM.

  2. #2
    Eu sou Daleste cheguei mais to saindo fora
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    experthack's Avatar
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    Classes estão desatualizadas...

  3. #3
    SouzaS's Avatar
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    Quote Originally Posted by experthack View Post
    Classes estão desatualizadas...
    Obrigado, agora sem querer abusar poderia passar as classes atualizadas?

  4. #4
    Coder.Anonymous's Avatar
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    Atualiza as classes : cGameClientShell, cCharacterFX e cPlayerInfo, e os endereços se estiverem errados ;D

    Classes Atualizadas : Clica aqui é.é







    Claro[...]


    WFBR:


    PBBR:


    CABR:



  5. #5
    _Debug_'s Avatar
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    cPlayerInfo:
    Code:
    class cPlayerInfo
    {
    public:
    char _0x0000[4];
    	     __int32 Index; //0x0004 
    char _0x0008[8];
    	char pName[12]; //0x0010 
    char _0x001C[12];
    	int* Object; //0x0028 
    	__int32 Kills; //0x002C 
    	__int32 Deaths; //0x0030 
    	__int32 KillsaLive; //0x0034 it's count of the kills after last dead
    	DWORD pSomething1; //0x0038 something kill, death IDK xD 
    	DWORD pSomething2; //0x003C 
    	DWORD pSomething3; //0x0040 
    	__int32 pSuicides; //0x0044 
    	__int32 pKillsAfterJoin; //0x0048 
    	__int32 pDoubleKills; //0x004C count
    	__int32 pMultiKills; //0x0050 count
    	__int32 pUltraKills; //0x0054 
    	__int32 pFantastic; //0x0058 
    char unknown3[4];
    	__int32 HeadShots; //0x0060 
    	__int32 pFTMission; //0x0064 FireTeam Misson
    char unknown4[8];
    	__int32 pTeam; //0x0070 
    char unknown5[4];
    	__int8 pIsDead; //0x0078 
    char unknown6[307];
    	__int32 pRank; //0x01AC 
    char unknown7[80];
    	__int32 pFTScore; //0x0200 FiteTeam Score 
    	BYTE pFTSpawn; //0x0204 
    char unknown8[3];
    	__int32 pFTLongestLife; //0x0208 FireTeam LongestLife  : Value / 60 = time
    	__int32 pFTKill; //0x020C FireTeam Kill score
    char unknown9[80];
        cPlayerInfo* pPrev;
        cPlayerInfo* pNext;
    };
    cCharacterFX:
    Code:
    class cCharacterFX       
    {
    public:
    	char unknown1[16];
    	int *Object;
    	char unknown2[40];
    	int*  nObject;        
    	int	IsPlayer;
    	char unknown3[56];
    	float fStartPitch;
    	float fStartYaw;
    	char unknown4[1227];
    	bool bIsDead;
    	bool bSpawnSheild;
    	char unknown5[15];
    	int* hHitbox;
    	char unknown6[98];
    	WORD wHealth;
    	WORD wArmor; 
    	char unknown7[6]; 
    	unsigned char Index;
    	char unknown8[44];    
        float fPitch;            
        float fYaw;   
    	char unknown9[454];     
        BYTE bMoving;         
        BYTE bShotMoveState;               
    };
    Essas são as certas a do outro tópico que o Coder.Anonymous passou estão diferentes só a cGamClientShell esta certa u.u

  6. #6
    Define.Void's Avatar
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    Basta você fazer igual o experthack me disse atualizar o PlayerInfo!

    Code:
    class PlayerInfo
    {
    public :
    	char unknown0[4]; //0x0000 
    	DWORD Index; //0x0004 
    	char unknown1[12]; //0x0008 
    	char pName[20]; //0x0014 
    	char unknown2[4]; //0x0028 
    	_Object* Object; //0x0028 
    	__int32 pKills; //0x0030 
    	__int32 pDeaths; //0x0034 
    	char unknown3[44]; //0x0038 
    	__int32 pHeadShots; //0x0064 
    	char unknown4[12]; //0x0068 
    	__int32 pTeam; //0x0074 
    	char unknown5[4]; //0x0078 
    	BYTE pIsDead; //0x007C 
    	char unknown6[579]; //0x007D 
    	PlayerInfo *pNext; //0x02C0 
    
    };//Size=0x02C4

  7. #7
    Eu sou Daleste cheguei mais to saindo fora
    MPGH Member
    experthack's Avatar
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    Classes corretas :
    Code:
    class pCharacterFX
    {
    public:
    	char unknown1[16]; //0x0000 
    	__Object *Object;
    	char unknown2[44]; //0x003C 
    	__int32 IsPlayer; //0x0040 
    	char unknown3[44]; //0x0044 
    	BYTE Index; //0x0070 
    	char unknown4[15]; //0x0071 
    	float StartPitch; //0x0080 
    	float StartYaw; //0x0084 
    	char unknown5[1224]; //0x0088 
    	BYTE unknown6; //0x0550 
    	BYTE bIsDead; //0x0551 
    	BYTE bSpawnSheild; //0x0552 
    	BYTE unknown7; //0x0553 
    	char unknown8[12]; //0x0554 
    	__int32 *hHitbox; //0x0560 
    	char unknown9[96]; //0x0564 
    	WORD unknown10; //0x05C4 
    	WORD nHealth; //0x05C6 
    	WORD nArmor; //0x05C8 
    };//Size=0x05C7
    
    class cCharacterFX
    {
    public:
    	char unknown1[16]; //0x0000 
    	int *Object;
    	char unknown2[44]; //0x003C 
    	__int32 IsPlayer; //0x0040 
    	char unknown3[44]; //0x0044 
    	BYTE Index; //0x0070 
    	char unknown4[15]; //0x0071 
    	float StartPitch; //0x0080 
    	float StartYaw; //0x0084 
    	char unknown5[1224]; //0x0088 
    	BYTE unknown6; //0x0550 
    	BYTE bIsDead; //0x0551 
    	BYTE bSpawnSheild; //0x0552 
    	BYTE unknown7; //0x0553 
    	char unknown8[12]; //0x0554 
    	__int32 *hHitbox; //0x0560 
    	char unknown9[96]; //0x0564 
    	WORD unknown10; //0x05C4 
    	WORD nHealth; //0x05C6 
    	WORD nArmor; //0x05C8 
    };//Size=0x05C7
    
    class cGameClientShell
    {
    public:
    	virtual void Function0();
    	virtual void Function1();
    	virtual void Function2();
    	virtual void Function3();
    	virtual void Function4();
    	virtual void Function5();
    	virtual void Function6();
    	virtual void Function7();
    	virtual void Function8();
    	virtual void Function9();
    	virtual void Function10();
    	virtual void Function11();
    	virtual void Function12();
    	virtual void Function13();
    	virtual void Function14();
    	virtual void Function15();
    	virtual void Function16();
    	virtual void Function17();
    	virtual void Function18();
    	virtual void Function19();
    	virtual void Function20();
    	virtual void Function21();
    	virtual void Function22();
    	virtual void Function23();
    	virtual void Function24();
    	virtual void Function25();
    	virtual void Function26();
    	virtual void Function27();
    	virtual void Function28();
    	virtual void Function29();
    	virtual void Function30();
    	virtual void Function31();
    	virtual void Function32();
    	virtual void Function33();
    	virtual void Function34();
    	virtual void Function35();
    	virtual void Function36();
    	virtual void Function37();
    	virtual void Function38();
    	virtual void Function39();
    	virtual void Function40();
    	virtual void Function41();
    	virtual void Function42();
    	virtual void Function43();
    	virtual void Function44();
    	virtual void Function45();
    	virtual void Function46();
    	virtual DWORD GetClientInfoMgr();
    	virtual DWORD GetInterfaceManager();
    	virtual DWORD GetPlayerManager();
    	virtual void Function50();
    	virtual void Function51();
    	virtual void Function52();
    	virtual void Function53();
    	virtual void Function54();
    	virtual void Function55();
    	virtual void Function56();
    	virtual void Function57();
    	virtual cSFXMgr* GetSFXMgr();
    };
    
    class pPlayerInfo
    {
    public:
    	char unknown0[4]; //0x0000 
    	DWORD index; //0x0004 
    	char unknown1[12]; //0x0008 
    	char Name[20]; //0x0014 
    	char unknown2[4]; //0x0028 
    	__Object *Object;
    	__int32 Kills; //0x0030 
    	__int32 Deaths; //0x0034 
    	char unknown3[44]; //0x0038 
    	__int32 HeadShots; //0x0064 
    	char unknown4[12]; //0x0068 
    	__int32 Team; //0x0074 
    	char unknown5[4]; //0x0078 
    	BYTE IsDead; //0x007C 
    	char unknown6[579]; //0x007D 
    	pPlayerInfo *PlayerNext; //0x02C0 
    };//Size=0x02C4

  8. #8
    Coder.Anonymous's Avatar
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    i ala nem vi que peguei o tópico errado ¬¬' o correto erra o do Luizimloko







    Claro[...]


    WFBR:


    PBBR:


    CABR:



  9. #9
    SouzaS's Avatar
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    Não funciono nenhuma das respostas... '-'
    acho que é porque eu não sou um programador (só sei php )': PHP é facil :/)

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